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Old Pirate "Classes"

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Old 02-23-2011, 01:36 AM
Tiberius Fireskull's Avatar
Tiberius Fireskull Tiberius Fireskull is offline
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Join Date: Aug 2010
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Tiberius Fireskull is a buccaneerTiberius Fireskull is a buccaneer
Pirate "Classes"

No, this is not about pirates going to school. Maybe its not the right word, but what I had in mind was this: I think that we should be able to customize our pirates so that they are stronger in the skills that we want them to be stronger in. Now let me elaborate.

Every five (number can be changed, I just thought it was a good number...) levels, your pirate gets a special skill point for character skills. These skills are not simple weapon skills, but skills that are very special, and usually effect the pirate as a whole. I may be confusing you a bit, but I'll go on. When your pirate gets one of these skill points, you go to a new tab in your skills section of the sea chest, and you have a bunch of rows. Each row is for a certain class of character. Some ideas for them I had would be: Sorcerer, Witchdoctor, Assassin, Swordsman, Sharpshooter, and Admiral. Obviously, we would have to add several more, but I just had those for ideas. Now, each row will have the name of a certain class of character, and then in each row there will be four skills. To unlock, say, the second Swordsman skill, you would have had to have the first one.

Now, every five levels, you would get a skill point, and you would be able to choose any of the skills in one of these rows. Each skill gets different as you go down the list. Here is what the skills would be like:
  1. This first skill in the row would simply boost the power of a certain skill/group of skills (such as bullet damage, or sword combos).
  2. This is an actual skill that can be used with any weapon of a certain weapon class. This skill is usually significantly powerful.
  3. This is not really a skill, but unlocking the third "skill" in the row will give you a quest where you will in the end, gain a powerful famed weapon that can only be gained by this quest. The weapon's statistics will make sense with the class you are working at.
  4. Finally, an extremely powerful skill. This skill can be used across weapons, and is extremely powerful. It is a skill that will dominate all other skills in the game. They will; however, have a long, long recharge time, as in thirty minutes to an hour.

Now, obviously you can't "master" (as in get all four skills of each class) each class, but thats the fun part! Each pirate will now be different! Right now, most pirates are the same, other than clothes, appearance, and weapons. This will make each pirate unique in their own way. What you are supposed to do is try to master a certain class, but obviously you can just sample each. You just won't get all of the good stuff. :P Oh, and you cannot change your skills for this like you can on weapons. You decide, your stuck. Basics will be able to give themselves some skills, but will not be able to master anything. Now, I have some examples for some of the classes and the skills they would have.

Sorcerer

General Description: The Sorcerer is a person who uses the darkest voodoo powers to do their bidding. Sorcerers usually use their powers to battle and destroy, and are deadly foes to have.

Skill 1) This skill boosts all voodoo damage on doll and staff.

Skill 2) Domination. This skill can be used with a doll. Attune to the enemy, and then use this skill to have the enemy serve you for a period of time. At any point, you may choose to terminate the enemy, and they fall over dead, leaving no loot. The enemy attacks anything that goes after you, and will revive you if you are KO'd, if it is humanoid. This skill does not work on bosses.

Skill 3) Apocalyptic Staff. This staff is extremely powerful. Can't say attack, because we have no famed staffs to judge by, but it will be quite high for a staff. It has spirit mastery boost +3, deals voodoo damage, and drain health.

Skill 4) Apocalypse. This skill is incredibly powerful. It has a damage area larger than the gold room in Tormenta. This skill looks like a combination between a red Wither and Desolation, except on a massive scale. This skill uses up 300 voodoo points, and can deal up to 5000 damage. Any enemy that survives this deadly attack will be stunned for ten seconds, allowing you to finish them off. Usable on all weapons.

Sailor

General Description: The sailor is a master of the helm, and can sail a ship as if it were an extension of his or her body. The sailor's sailing skills are more powerful than most's, but their gunning skills slightly decrease.

Skill 1) Broadside damage is increased and ship moves faster.

Skill 2) Abandon Ship: This skill is only usable if the person who has this skill is steering, and can only be used if the ship's health is red. Once used, the captain is able to select three pieces of cargo from the ship's hold, and him/her and the crew
are teleported to the nearest island with those three items. The ship is sunk, but the crew makes it out alive.

Skill 3) A quest is unlocked, and when completed, the player can use different broadside ammos. To apply different ammos, they must go to a Shipwright and set which ammo they would like to use. Changing ammo types will cost gold. You're broadside ammo choice must agree with your cannon level, as in you must have at least level 8 cannon for fire broadsides, at least level 12 cannon for thunder broadsides, etc.

Skill 4) Sink 'Em All!: This skill has a recharge rate of 30 minutes to 1 hour, like most other 4th skills. Ship's hull power decreases slightly, but broadsides recharge in three seconds, broadside damage is tripled, and gunner's damage is tripled. Lasts twenty seconds.

Assassin

General Description: The Assassin is stealthy, and prefers daggers and knives out of all weapons. They are not seen as often, and can therefore move around unnoticed by foes. Their dagger and knife power is very powerful, but their shooting and grenade skills aren't as strong.

Skill 1) Backstrike attacks deal more damage. Phantom Spirits potions last 50% longer.

Skill 2) Stealth: Enemies do not notice you as much, and therefore are less likely to attack you if you pass by. This allows you to move around unnoticed by your enemies. You may also choose to have your dot not show on the compass.

Skill 3) Assassin's Dagger: A quest is unlocked for this mighty dagger. The dagger has Venom Strike, +3 on Blade Instinct, +3 on Eviscerate, and a skill called Gore, where your character stabs the dagger into the enemy's belly and twists, dealing 500-1200 damage and leaving a 10 second Wound.

Skill 4) Sneak Attack: If the enemy has not noticed you, you have the ability to sneak up on them and deal one, fatal blow to them. Kills normal enemies instantly, and deals 5000 damage to a boss. Usable on all weapons except Doll and Staff. Recharge time of ten minutes.

Marksman

General Description: The Marksman is an expert at hitting enemies at a far range, whether they are using knives or a powerful gun. Their aim is incredible, and their power is unmatched. While is ranged attacks are incredibly strong, their strength with the sword is not as strong.

Skill 1) Ranged attacks deal more damage, accuracy of ranged attacks is increased, and range is increased.

Skill 2) Dual Fire Daggers: Throw two flaming knives (spinning vertically) towards your foe, 300-800 damage, and burning the enemy for fifteen seconds. Usable on dagger and throwing knives.

Skill 3) Marksman's Musket: A powerful musket with 79 attack, Rapid Reload lasting for ten seconds, Take Aim Boost +3, Dodge +3

Skill 4) Fatal Hit: One deadly shot or dagger throw that kills an enemy in one it, and can pass through up to three targets. Deals 5000 damage to a boss.

Cannoneer

General Description: Master of the cannon, the Cannoneer can destroy anything using his cannon. His aim is impeccable, and his cannonballs do incredible damage. Their sailing is not quite as strong as most's, but their cannon power makes up for it. Cannoneers start at level five in Cannon Defense

Skill 1) Cannon damage and range is increased.

Skill 2) Bullet Shot: Bullet shots are unlocked for regular cannon. They act the same as bullet shots in Cannon Defense.

Skill 3) Demon Cannon Ram: Quest unlocked for Demon Cannon Ram. Demon Cannon Ram gives Critical Shot to all Cannon Ammunition, decreases reload time, and increases damage area of cannonballs.

Skill 4) Cannon Destruction: For twenty seconds, your cannon power is tripled and your ammunition is temporarily infinite.

I'll definitely elaborate on this a bit more... but I'm short on time. I'll edit this and let you guys know when I do. Until then... tell me what you think!

Last edited by Tiberius Fireskull; 02-27-2011 at 02:43 AM.. Reason: added more stuff
 

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